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| author | Star Rauchenberger <fefferburbia@gmail.com> | 2022-08-14 15:18:18 -0400 |
|---|---|---|
| committer | Star Rauchenberger <fefferburbia@gmail.com> | 2022-08-14 15:18:18 -0400 |
| commit | 46f4c031e1da279b7180087bf2f567ee25a6a822 (patch) | |
| tree | 2244deeba50038aafb6246fcda37975d2a9a33f5 | |
| download | autosplitters-46f4c031e1da279b7180087bf2f567ee25a6a822.tar.gz autosplitters-46f4c031e1da279b7180087bf2f567ee25a6a822.tar.bz2 autosplitters-46f4c031e1da279b7180087bf2f567ee25a6a822.zip | |
Create Manifold Garden.asl
| -rw-r--r-- | Manifold Garden.asl | 143 |
1 files changed, 143 insertions, 0 deletions
| diff --git a/Manifold Garden.asl b/Manifold Garden.asl new file mode 100644 index 0000000..227656e --- /dev/null +++ b/Manifold Garden.asl | |||
| @@ -0,0 +1,143 @@ | |||
| 1 | // AutoSplit script for Manifold Garden 1.0.30.14704 | ||
| 2 | // | ||
| 3 | // Written by hatkirby, with a lot of help from preshing and Gelly. | ||
| 4 | // | ||
| 5 | // Automatically starts the timer ~2.4 seconds after starting a new game, and splits the timer | ||
| 6 | // when transitioning between game levels. You must still reset the timer manually between runs. | ||
| 7 | // If you accidentally backtrack through a portal, causing an unwanted split, you'll have | ||
| 8 | // to undo it manually (default NumPad8 in LiveSplit). | ||
| 9 | // | ||
| 10 | // To compensate for the late start, you should delay your start timer by 2.4 seconds in LiveSplit. | ||
| 11 | // (Right-click -> Edit Splits -> Start timer at:) | ||
| 12 | // | ||
| 13 | // A split is also triggered after being in one of the ending cutscenes for 1.1 seconds, | ||
| 14 | // since this is when the kaleidoscope appears. | ||
| 15 | // | ||
| 16 | // If you check "All God Cubes waypoints" in the script's Advanced settings (below), the script | ||
| 17 | // will only split at mandala scenes. This is useful when running "All God Cubes" categories. | ||
| 18 | // | ||
| 19 | // The pointer path to the current level often changes when a new version of Manifold Garden is | ||
| 20 | // released. When that happens, a new pointer path must be found using CheatEngine. If the | ||
| 21 | // current pointer path stops working (even for a frame or two), a message is logged to the | ||
| 22 | // debug output. | ||
| 23 | // | ||
| 24 | // To view debug output (print statements from this script), use DebugView: | ||
| 25 | // https://technet.microsoft.com/en-us/Library/bb896647.aspx | ||
| 26 | |||
| 27 | state("ManifoldGarden") { | ||
| 28 | // This pointer path seems to work with Manifold Garden 1.1.0.14704 (2020-11-09): | ||
| 29 | int level: "UnityPlayer.dll", 0x01800AB8, 0x10, 0xB8, 0x10, 0x28, 0x18, 0x60, 0x7CC; | ||
| 30 | |||
| 31 | // This pointer path seems to work with Manifold Garden 1.0.30.13294 (2020-02-25): | ||
| 32 | //int level: "UnityPlayer.dll", 0x014BE300, 0x60, 0xA8, 0x38, 0x30, 0xB0, 0x118, 0x5C; | ||
| 33 | |||
| 34 | // These ones also seem to work with version 13294, and can be tried as backups in case | ||
| 35 | // the one above stops working: | ||
| 36 | //int level: "UnityPlayer.dll", 0x01552858, 0x8, 0x0, 0xB8, 0x80, 0x80, 0x28, 0x5C; | ||
| 37 | //int level: "UnityPlayer.dll", 0x01552858, 0x28, 0x8, 0xB8, 0x80, 0x80, 0x28, 0x5C; | ||
| 38 | |||
| 39 | // This pointer path worked with Manifold Garden 1.0.29.12904 (2020-02-??) | ||
| 40 | // & Manifold Garden 1.0.29.12830 (2019-12-18) | ||
| 41 | // & Manifold Garden 1.0.29.12781 (2019-12-11): | ||
| 42 | //int level: "UnityPlayer.dll", 0x01507BE0, 0x0, 0x928, 0x38, 0x30, 0xB0, 0x118, 0x5C; | ||
| 43 | |||
| 44 | // This pointer path worked with older versions: | ||
| 45 | //int level: "UnityPlayer.dll", 0x01507C68, 0x8, 0x38, 0xA8, 0x58, 0x118, 0x5C; | ||
| 46 | } | ||
| 47 | |||
| 48 | startup { | ||
| 49 | settings.Add("allGodCubes", false, "All God Cubes waypoints"); | ||
| 50 | settings.Add("zero", false, "Zero% waypoints"); | ||
| 51 | settings.Add("norepeats",false,"Split only on the first encounter of each level"); | ||
| 52 | vars.waypoints = null; | ||
| 53 | vars.prevLevel = 0; | ||
| 54 | vars.seqIndex = 0; | ||
| 55 | vars.stopwatch = null; // Used for the final split | ||
| 56 | vars.prev = new List<int>(); | ||
| 57 | vars.prev.Add(9); | ||
| 58 | } | ||
| 59 | |||
| 60 | init { | ||
| 61 | print(String.Format("**** AUTOSPLIT: Game found, pointer path {0} ****", | ||
| 62 | current.level == 0 ? "DOESN'T work (this is normal at startup)" : "works")); | ||
| 63 | } | ||
| 64 | |||
| 65 | update { | ||
| 66 | // Log a message when the pointer path starts/stops working: | ||
| 67 | if (current.level == 0 && old.level != 0) { | ||
| 68 | print("**** AUTOSPLIT: Pointer path STOPPED working ****"); | ||
| 69 | } else if (current.level != 0 && old.level == 0) { | ||
| 70 | print("**** AUTOSPLIT: Pointer path STARTED working ****"); | ||
| 71 | } | ||
| 72 | } | ||
| 73 | |||
| 74 | start { | ||
| 75 | if (old.level == -1 && current.level == 9) { | ||
| 76 | print(String.Format("Level changed from {0} to {1}: START", old.level, current.level)); | ||
| 77 | if (settings["zero"]) { | ||
| 78 | vars.waypoints = new List<int>{106, 17, 110, 115, 111, 36, 44}; | ||
| 79 | } else { | ||
| 80 | vars.waypoints = null; | ||
| 81 | } | ||
| 82 | vars.prevLevel = 9; | ||
| 83 | vars.seqIndex = 0; | ||
| 84 | vars.stopwatch = Stopwatch.StartNew(); | ||
| 85 | vars.prev.Clear(); | ||
| 86 | vars.prev.Add(current.level); | ||
| 87 | return true; | ||
| 88 | } | ||
| 89 | } | ||
| 90 | |||
| 91 | split { | ||
| 92 | // Split when level index changes, but avoid splitting during a loading screen | ||
| 93 | // or when the pointer path stops working: | ||
| 94 | if (current.level != vars.prevLevel && current.level >= 0) { | ||
| 95 | string action = "NO SPLIT"; | ||
| 96 | |||
| 97 | // Ignore the split rules when script is reloaded mid-game: | ||
| 98 | if (vars.prevLevel != 0) { | ||
| 99 | // Split rules: | ||
| 100 | if (vars.waypoints == null) { | ||
| 101 | if (settings["allGodCubes"]) { | ||
| 102 | if (current.level >= 82 && current.level <= 88) { | ||
| 103 | action = "SPLIT"; | ||
| 104 | } | ||
| 105 | } else { | ||
| 106 | action = "SPLIT"; | ||
| 107 | } | ||
| 108 | } else if (vars.seqIndex < vars.waypoints.Count) { | ||
| 109 | if (current.level == vars.waypoints[vars.seqIndex]) { | ||
| 110 | vars.seqIndex++; | ||
| 111 | action = String.Format("SPLIT (new seqIndex = {0})", vars.seqIndex); | ||
| 112 | } else { | ||
| 113 | action = String.Format("NO SPLIT (seqIndex = {0}, {1} expected)", | ||
| 114 | vars.seqIndex, vars.waypoints[vars.seqIndex]); | ||
| 115 | } | ||
| 116 | } else { | ||
| 117 | action = String.Format("NO SPLIT (seqIndex = {0}, end of waypoint sequence)", vars.seqIndex); | ||
| 118 | } | ||
| 119 | |||
| 120 | print(String.Format("Level changed from {0} to {1}: {2}", vars.prevLevel, current.level, action)); | ||
| 121 | |||
| 122 | if (settings["norepeats"]) { | ||
| 123 | if (vars.prev.Contains(current.level)) { | ||
| 124 | action = "NO SPLIT"; | ||
| 125 | } | ||
| 126 | vars.prev.Add(current.level); | ||
| 127 | } | ||
| 128 | } | ||
| 129 | |||
| 130 | vars.prevLevel = current.level; | ||
| 131 | vars.stopwatch = Stopwatch.StartNew(); | ||
| 132 | return action.StartsWith("SPLIT"); | ||
| 133 | } | ||
| 134 | |||
| 135 | // Final split of the game: | ||
| 136 | // Split after being in one of the ending cutscenes for 1.1 seconds. | ||
| 137 | if ((current.level == 99 || current.level == 103 || current.level == 104) | ||
| 138 | && vars.stopwatch != null | ||
| 139 | && vars.stopwatch.ElapsedMilliseconds >= 1100) { | ||
| 140 | vars.stopwatch = null; | ||
| 141 | return true; | ||
| 142 | } | ||
| 143 | } | ||
